but isn't this used just for the selection of the proper studiomdl.exe? Because I set a custom env var %sdkbin% I use in all my compile .bats, so I'm sure I was at least using the ep1 studiomdl.exe.
> Maarten, > I think this is the %VProject% still getting set wrong, check your > path > and make sure it matches the mod you're working on. > > checkpath.bat: > > @echo off > echo "sourcesdk path: > echo %sourcesdk% > echo > echo vproject path: > echo %VProject% > pause > > You have to set the mod in the sdk launcher, exit the launcher, then run > it > again a second time to get the %VProject% to take. If you change mods, > always double check to make sure the path is set properly. > > > > ----- Original Message ----- > From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Saturday, November 17, 2007 8:15 AM > Subject: Re: [hlcoders] Model compile error > > > it's probably just an issue with studiomdl running the wrong binaries > you could try adding 2 environment variables like > EP1SDK_BIN > and OBSDK_BIN > and point them to the respective folders ie: > EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin > OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin > > then when you load up your command prompt > set path=%path%;%EP1SDK_BIN% > compile your model. > > and of course you can use the other one for the orange box tools. > > > On Nov 17, 2007 11:08 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote: >> I do not think that this is caused by a bad qc. It propably only happens >> if you use the ep1 compiler. If the model viewer is started before >> compiling anything works fine. >> >> It happens eg for this qc which is a sample of noasis: >> >> $modelname skeleton\Skull.mdl >> $cdmaterials models\skeleton >> $surfaceprop "pottery" >> $staticprop >> $scale 1 >> $body studio "Skull_reference.smd" >> $sequence idle "Skull_idle" fps 1 >> $collisionmodel "Skull_phys.smd" >> { >> $Mass 1 >> $concave >> } >> >> -archy >> >> >> Jake Breen wrote: >> > Post your QC please. >> > >> > maarten wrote: >> >> I tried launching hlmv, but it crashed on me too. Restarted steam, >> >> lauched >> >> hlmv, loaded a model just to be sure, and now it compiles. >> >> >> >> I thought I'd seen it all, but guess what :D >> >> >> >> Thanks a bunch archy! >> >> >> >> >> >>> For me starting the model viewer and keep it running while compiling >> >>> models solved this problem. >> >>> -Archy >> >>> >> >>> maarten wrote: >> >>> >> >>>> Hi list! >> >>>> >> >>>> this is probably a question for valve, but maybe one of you has hit >> >>>> it >> >>>> before. I'm trying to compile a new model, but studiomdl keeps >> >>>> crashing >> >>>> on me: >> >>>> >> >>>> C:\OffLimits\modelsrc\vehicles\greyhound>"C:\Program >> >>>> Files\Steam\steamapps\keats >> >>>> @off-limits.be\sourcesdk\bin\ep1\bin"\studiomdl.exe greyhound.qc >> >>>> qdir: "c:\offlimits\modelsrc\vehicles\greyhound\" >> >>>> gamedir: "c:\program >> >>>> [EMAIL PROTECTED] >> >>>> 2\hl2\" >> >>>> >> >>>> g_path: "greyhound" >> >>>> Working on "greyhound.qc" >> >>>> SMD MODEL greyhound_reference.smd >> >>>> SMD MODEL greyhound_physmodel.smd >> >>>> SMD MODEL greyhound_idle.smd >> >>>> SMD MODEL greyhound_turn.smd >> >>>> SMD MODEL greyhound_suspension.smd >> >>>> SMD MODEL greyhound_wheelspin.smd >> >>>> Model has 20 convex sub-parts >> >>>> Collision model completed. >> >>>> --------------------- >> >>>> writing c:\program >> >>>> [EMAIL PROTECTED] >> >>>> 2\hl2\mod >> >>>> els/vehicles/greyhound.mdl: >> >>>> bones 15920 bytes (46) >> >>>> animations 2720 bytes (24 anims) (30 frames) [0:07] >> >>>> sequences 3420 bytes (10 seq) >> >>>> ik/pose 344 bytes >> >>>> eyeballs 0 bytes (0 eyeballs) >> >>>> flexes 0 bytes (0 flexes) >> >>>> textures 72 bytes >> >>>> keyvalues 416 bytes >> >>>> Collision model volume 5078298.00 in^3 >> >>>> collision 0 bytes >> >>>> total 25796 >> >>>> ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) >> >>>> ERROR: Aborted Processing on 'vehicles/greyhound.mdl' >> >>>> >> >>>> Is there any way to debug this further? studiomdl creates an empty >> >>>> file >> >>>> for the mdl. I've tried finding errors in the model but came up >> >>>> empty so >> >>>> far, and the error doesn't help much in that direction either. >> >>>> >> >>>> Thanks for any info! >> >>>> >> >>>> -- maarten > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

